[Abandoned] - Singapore map
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Re: Singapore map v15 (Pg 9), Extended rivers [D]
I believe you guys misunderstood my poll, or I have misunderstood you guys.
My poll asks whether you want to keep the current river/connection setting, not to extend the rivers further than they are now.
In other words, the two options are:
- Keep it this way. Perfect!
- I preferred V14's shorter rivers and more borders
I'll add one more option:
- Draw the rivers longer! The continents are too hard to get
My poll asks whether you want to keep the current river/connection setting, not to extend the rivers further than they are now.
In other words, the two options are:
- Keep it this way. Perfect!
- I preferred V14's shorter rivers and more borders
I'll add one more option:
- Draw the rivers longer! The continents are too hard to get
Gain the upper hand
Re: Singapore map v15 (Pg 9), Extended rivers [D]
Are the rivers that seem to not connect to anything - Lakes?
If so - can you make them more "lake" like?
If they're rivers - then perhaps connect them to something?
C.
If so - can you make them more "lake" like?
If they're rivers - then perhaps connect them to something?
C.

Highest score : 2297
Re: Singapore map v15 (Pg 9), Extended rivers [D]
yeti_c wrote:Are the rivers that seem to not connect to anything - Lakes?
If so - can you make them more "lake" like?
If they're rivers - then perhaps connect them to something?
C.
some are rivers and some are reservoirs
take a look here for an idea.
i think i will make the rivers go out to sea but build bridges across them(eg west coast area), and make reservoirs look more like reservoirs.
Gain the upper hand
Re: Singapore map v15 (Pg 9), Extended rivers [D]
excellent effort! majulah singapura!
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whitestazn88
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Re: Singapore map v15 (Pg 9), Extended rivers [D]
this is back? i always thought this shit looked good. keep up the good work!
- Incandenza
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Re: Singapore map v15 (Pg 9), Extended rivers
Hey haoala, I'll be stamping this map for gameplay. I remember back when you first started it, glad to see you've been able to get back to work.
But I have some concerns.
1. The bonuses: you say "The continents are generally harder to get than most maps around" like it's a feature of the map, when I think that the reason you don't see many (if any) maps with such difficult-to-hold bonuses is that it's generally a Bad Idea. The way it's set up, there's only one easily-gettable bonus, the Northwest (which with 3 terits and one border should probably be a +1 instead of a +2 regardless of how many terits can attack it, in general I'd say all your bonuses could stand to be shaved by an army). So basically you have it set up that unless you drop strong in and around the northwest, you're out of luck. The Northeast is only plausible as part of a larger strategy of taking that whole side of the map (which, see below). The Islands have too many terits for an easy strike, though an easy fix for the islands to to have a minibonus of +1 per 3 purple islands. Or make those 3 green northeast islands their own +1 (or add another island and bump it to a+2) But the way it is now, there's a balance issue.
2. The bottlenecks: The big one I worry about is Potong Pasir. That's +9 worth of bonus behind just one terit, plus it'll be a problem in escalating games. Then two terits away is Tanjong Pagar, another map-slicing bottleneck. Now, if you have solid reasons for having these bottlenecks, I'm all ears. But my instinct would be to try and break up these bottlenecks, which, entertainingly enough, brings me to my next point.
3. terit count: 36 isn't a great number. In 1v1 and 3p games, everyone starts with 12 terits, giving the first to play a marked advantage. So you could conceivably get it up to the platonic ideal 42 by breaking up some of the bigger terits, especially Tanjong Pagar, Sembawang, Hong Kah, etc.
4. Legibility: you're going to have serious gameplay issues when there's actual armies on the small map. The enclave and those two small red islands will be virtually swallowed up, and you'll have issued like "Can PP Timor attack Pasir Ris" or "Can Hougong attack pasir Ris" or "can Choa Chu Kang attack Bukit Timah". Seems like you've got some breathing room for to make the map physically bigger. Another thing that'll help comprehension is losing the cartoons, but now we're starting to drift into graphics...
Anyway, a bit of food for thought.
But I have some concerns.
1. The bonuses: you say "The continents are generally harder to get than most maps around" like it's a feature of the map, when I think that the reason you don't see many (if any) maps with such difficult-to-hold bonuses is that it's generally a Bad Idea. The way it's set up, there's only one easily-gettable bonus, the Northwest (which with 3 terits and one border should probably be a +1 instead of a +2 regardless of how many terits can attack it, in general I'd say all your bonuses could stand to be shaved by an army). So basically you have it set up that unless you drop strong in and around the northwest, you're out of luck. The Northeast is only plausible as part of a larger strategy of taking that whole side of the map (which, see below). The Islands have too many terits for an easy strike, though an easy fix for the islands to to have a minibonus of +1 per 3 purple islands. Or make those 3 green northeast islands their own +1 (or add another island and bump it to a+2) But the way it is now, there's a balance issue.
2. The bottlenecks: The big one I worry about is Potong Pasir. That's +9 worth of bonus behind just one terit, plus it'll be a problem in escalating games. Then two terits away is Tanjong Pagar, another map-slicing bottleneck. Now, if you have solid reasons for having these bottlenecks, I'm all ears. But my instinct would be to try and break up these bottlenecks, which, entertainingly enough, brings me to my next point.
3. terit count: 36 isn't a great number. In 1v1 and 3p games, everyone starts with 12 terits, giving the first to play a marked advantage. So you could conceivably get it up to the platonic ideal 42 by breaking up some of the bigger terits, especially Tanjong Pagar, Sembawang, Hong Kah, etc.
4. Legibility: you're going to have serious gameplay issues when there's actual armies on the small map. The enclave and those two small red islands will be virtually swallowed up, and you'll have issued like "Can PP Timor attack Pasir Ris" or "Can Hougong attack pasir Ris" or "can Choa Chu Kang attack Bukit Timah". Seems like you've got some breathing room for to make the map physically bigger. Another thing that'll help comprehension is losing the cartoons, but now we're starting to drift into graphics...
Anyway, a bit of food for thought.
THOTA: dingdingdingdingdingdingBOOM
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Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est
- anamainiacks
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Re: Singapore map v15 (Pg 9), Extended rivers [D]
yep, i couldn't agree with Incandenza more. the hard-to-get bonuses would make the game move slowly, and that wouldnt be attractive for people. the various bonus groups are like long strips of stuff just lying next to each other, so there are many entry points.
also, the cartoons seem REALLY out of place at the moment. i preferred it when they weren't there...
also, the cartoons seem REALLY out of place at the moment. i preferred it when they weren't there...
- gimil
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Re: Singapore map v15 (Pg 9), Extended rivers [D]
The map maker hasn't posted in over a month. Looks like its back to the recyle bin. 
What do you know about map making, bitch?
Top Score:2403
natty_dread wrote:I was wrong
Top Score:2403